IInkDisp::Load method (msinkaut.h)

Populates a new InkDisp object with known binary data.


  [in] VARIANT Data


[in] Data

The stream that contains the ink data.

For more information about the VARIANT structure, see Using the COM Library.

Return value

This method can return one of these values.

Return code Description
VARIANT was not of correct type (byte array).
Cannot allocate memory for Stream.
Unexpected parameter or property type.
An exception occurred inside the method.


You can load ink only into a new, empty InkDisp object - one that hasn't collected any strokes or doesn't have any attached properties. If you try to load ink into an InkDisp object that has collected strokes or attached properties, even if the strokes or properties have been deleted from the InkDisp object, an exception is thrown. This occurs because of how stroke IDs are assigned. A stroke is assigned a unique ID, and this ID is not reused, even if the stroke has been deleted from an Ink object. This means that, if an InkDisp object contained a stroke with an ID of 1 and you deleted the stroke and loaded another InkDisp object into this InkDisp object, stroke IDs would start at 2. This would be confusing and therefore is not allowed.

Note  If you do attempt to load ink into an InkDisp object that is not empty, all data in the InkDisp object, including any custom strokes or extended properties, is lost when you call Load.
The Save method allows you to persist the ink in an InkDisp object in Graphics Interchange Format (GIF) format, which consists of an array of byte data (the tla_gif persistence format is specified in the InkPersistenceFormat enumeration type). After you have the array of byte data, you can load the array of byte data into another InkDisp object. This means that you can load GIF-compatible byte array data into another InkDisp object in the same way as if you had called the Save method and received a byte array that was not in GIF format.
Note  You cannot create an image, persist that image as a byte array, and then load that byte array into another InkDisp object. This is because, after you load byte array data as a GIF, Tablet PC cannot control the format of that data. So, after you persist the image into a byte array again, you cannot call Load on that data.


Minimum supported client Windows XP Tablet PC Edition [desktop apps only]
Minimum supported server None supported
Target Platform Windows
Header msinkaut.h
Library InkObj.dll

See also


InkDisp Class

Save Method